Zero Suit Samus (SSBU)/Down special: Difference between revisions
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SacredFire37 (talk | contribs) m (→Overview) Tag: Mobile edit |
SacredFire37 (talk | contribs) m (→Overview) Tag: Mobile edit |
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Zero Suit performs an aerial cartwheel. The direction she travels in can be decided by moving the control stick backwards to flip backwards or simply inputting the [[down special]] to make her flip forwards. Aside from acting as a third [[jump]] that does not render her [[helpless]], the move has outstanding utility due to its numerous advantages. | Zero Suit performs an aerial cartwheel. The direction she travels in can be decided by moving the control stick backwards to flip backwards or simply inputting the [[down special]] to make her flip forwards. Aside from acting as a third [[jump]] that does not render her [[helpless]], the move has outstanding utility due to its numerous advantages. | ||
First, the move can act as a reliable [[recovery]] option due to its good distance and inability to cause helplessness. It plays a key role in Zero Suit Samus's strong recovery as she can use Flip Jump to gain horizontal distance, then double jump and use [[Boost Kick]] or double jump followed by Flip Jump and Boost Kick. It can also be used in tandem with her [[grab aerial|zair]] and [[Plasma Whip]]. Due to its great synergy with her jump height and other special moves, it grants Zero Suit Samus a great offstage presence. | First, the move can act as a reliable [[recovery]] option due to its good distance and inability to cause helplessness. It plays a key role in Zero Suit Samus's strong recovery as she can use [[Flip Jump]] to gain horizontal distance, then double jump and use [[Boost Kick]] or double jump followed by Flip Jump and Boost Kick. It can also be used in tandem with her [[grab aerial|zair]] and [[Plasma Whip]]. Due to its great synergy with her jump height and other special moves, it grants Zero Suit Samus a great offstage presence. | ||
It also has [[intangibility]] on frames 3-12 of the move. Combined with its horizontal distance and ability to choose direction, it is a fantastic option for breaking out of disadvantage, making it one of the best "get out of jail free cards" in the game. | It also has [[intangibility]] on frames 3-12 of the move. Combined with its horizontal distance and ability to choose direction, it is a fantastic option for breaking out of disadvantage, making it one of the best "get out of jail free cards" in the game. |